Vainamoinen: How is this industry supposed to work, how is the GOG platform supposed to work if the people who are into indie games react to the release of a great game with "waiting for a sale"/"put it on my wishlist" instead of buying the god damn game?
Well as you can see in this very thread, we have people around here who think the MSRPs for games at release are in general
(quote): "fake and over-inflated scams".
And while
I definitely don't agree with that sentiment, I also don't print money on my own...therefore I'm buying games at a discount whenever possible.
And lately that's definitely more often the case, than it has been just a few years prior.
And it also has gotten easier and easier over the years to do so, simply because today everybody and their auntie knows for a fact, that
the next sale is just around the corner.
Remember, when
GOG's very own managing director Guillaume Rambourg and head of marketing Trevor Longino explained ten years ago, that
(quote): "
...regular 80 per cent discounts send a negative message to the consumer about what the games are worth. "Of course, you make thousands and thousands of sales of a game when it's that cheap, but you're damaging the long-term value of your brand because people will just wait for the next insane sale" (end of quote)?
Well, times have truly changed, huh?!
In that sense, the industry works just as intended. ++++++++++
Just yesterday, we saw the release of the "Atari 50: the anniversary celebration".
And someone in the release thread claimed Atari would have been responsible for the video game crash of 1983.
That's not
(entirely) true, of course.
The reasons for the crash were:
- an overabundance of games
(and too many different gaming systems),
- games gotten cheaper and cheaper
(because: in an oversaturated market, you need to be cheaper than your competitors) - many of those
(cheap) games were of bad quality
(because offering something for cheap means you have to save money somewhere). Sounds somehow familiar?
We get swamped by games nowadays.
Many of these games are nowhere near the quality that many of us grew up with, when they get released.
But that's ok. They don't have to be, because you can patch 'em after release, right ?
And if a game doesn't sell well enough
(meaning: it doesn't make the devs/pubs enough money, despite the two dozen "80% off" sales they participated in the first six months after release, they simply save the time and
(paid!) work to patch it...who care's anyway? The customers are used to it by now.
++++++++++
A few years ago, Kickstarter was a pretty big thing in the gaming community, wouldn't you agree?
I alone backed maybe a dozen games.
Mostly
(but not entirely) on tiers that would grant me some analogue goodies.
But here's the thing: when it came to the games alone - in general, they would be made available to the general public for cheaper
(and (fully) patched, of course), often almost instantly after release.
So, if we leave out the goodies - other people had to pay
(much) less than I did...to get the same
(or better) product - often shortly after release.
Heck, sometimes my DRM-free release
(aka: my default go-to option) took longer for me to receive, than it took for the DRM-ed release to get available for everybody else.
That's why I stopped backing games on KS.
If an idea is good enough to be backed, it will get backed, without my money.
And if it gets released after two to three years "in the making" - I can still buy it.
But now at a discount, and in a
(more or less) bug-free state.
That's also why I
(usually) don't buy newly released games on day one, anymore.
"
A burnt child fears the fire", as we in Germany say.